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Boom Beach: Revenue & Player Count Stats [2026]

Boom Beach: Revenue & Player Count Stats [2026]

by Andrea Knezovic

Boom Beach has been quietly running for over a decade, and the numbers tell a clear story: this is a mature Supercell title with a loyal, high-spending core. Here’s where it stands in 2026, from active players to lifetime revenue.

Game Overview

PublisherSupercell
Release DateMarch 26, 2014 (worldwide)
GenreReal-time strategy (base-building, PvP)

Data source: Supercell and Wikipedia.

Key Stats for 2026

Boom Beach has crossed 123 million downloads and $618 million in lifetime player spending since launch. It still averages around 2 million monthly players.

All-Time Downloads123 Million
All-Time Revenue$618 Million
Average Daily Players350,278
Average Monthly Players2.04 Million
ARPDAU$0.32

Data source: AppMagic.

How Many People Play Boom Beach?

Boom Beach sits well outside the most played mobile games, but its engagement stays consistent month to month. Here’s the DAU and MAU trend over the past year and a half.

Boom Beach Player Count Stats

MonthDAU (K)MAU (M)
May 2026109.10.6
Apr 2026110.30.6
Mar 2026110.00.6
Feb 2026110.20.6
Jan 2026112.90.6
Dec 2025122.90.6
Nov 2025122.90.6
Oct 2025119.00.6
Sep 2025119.20.6
Aug 2025122.20.6
Jul 2025123.30.6
Jun 2025123.90.6
May 2025132.10.7
Apr 2025125.30.7
Mar 2025115.40.6
Feb 2025110.90.5
Jan 2025112.80.5

Data source: AppMagic.

How Many Downloads Does Boom Beach Have?

Boom Beach has pulled in more than 123 million lifetime installs, which keeps it well behind the most downloaded games but respectable for a strategy title of its age. Yearly installs have settled into a slow drip, with recent full years landing under 2 million.

PeriodDownloads
All-Time Downloads123M
2026 YTD728K
20251.7M
20241.8M
20231.8M
20222.9M
20215.0M
20207.2M
20197.4M
20188.4M
201714.4M
201622.5M

Data source: AppMagic.

How Much Money Does Boom Beach Make?

Boom Beach has earned roughly $618 million in lifetime revenue, with its most recent full year (2025) bringing in about $14 million. The early years carried the load: the game made the bulk of its money in 2015 and 2016, then settled into a long, stable plateau that has actually held remarkably steady since 2022.

Boom Beach Revenue Statistics (2015 – 2026)

PeriodRevenue
All-Time Revenue$618M
2026 YTD$6M
2025$14M
2024$14M
2023$11M
2022$12M
2021$17M
2020$19M
2019$21M
2018$31M
2017$59M
2016$129M

Data source: AppMagic. Figures reflect IAP revenue net of platform fees and inclusive of taxes.

How Boom Beach Makes Money

A Pure In-App Purchase Model

Boom Beach makes money entirely through monetization built on in-app purchases. There are no ads. The whole economy runs on Diamonds, the premium currency players buy with real money to skip upgrade timers, buy resources, and unlock builders. This is the classic Supercell playbook, the same one that made Clash of Clans one of the highest-grossing mobile games of all time.

Where the Money Comes From

The revenue engine is time compression. Boom Beach gates progression behind long build and upgrade timers, and Diamonds buy those timers away. Builders are the other big lever. Extra builder slots let players run more upgrades at once, and committed players pay for that convenience.

This is a whale-driven economy. With an ARPDAU of $0.32 and a small daily base, a relatively tiny group of high-spenders carries most of the revenue. That’s typical for mature midcore strategy games, where a long-tenured player who’s invested years into a base will keep spending to stay competitive.

Why It Still Earns

The reason Boom Beach holds steady among top-grossing games in its tier is retention of payers, not acquisition of new ones. Supercell runs regular events, HQ level updates, and limited-time offers that give the existing base reasons to spend. The game doesn’t need new installs to make money. It needs its veterans to stay.

Boom Beach Monetization Efficiency

Revenue per Download$5.02
Revenue per MAU (monthly)$2.20
DAU/MAU Ratio17.2%

Data source: AppMagic.

Monetization efficiency here is strong, especially for an aging title. Lifetime revenue per download above $5 is excellent for a free-to-play strategy game, and a 17.2% DAU/MAU ratio shows the remaining players are genuinely engaged, not just occasional openers. The base is small, but it spends like a midcore audience should.

Boom Beach Player Demographics

Like most strategy gamers, Boom Beach’s audience skews heavily male and adult. The game restricts play to ages 13 and up, and historically the United States has been its single biggest market by a wide margin, accounting for close to half of all player spending.

Gender splitStrongly male-skewed (strategy genre averages 90%+ male)
Largest age groupAdults 18-44
Top countriesUnited States, China, Germany

Data source: Sensor Tower and Business of Apps.

Note: Boom Beach does not publish direct in-game demographic data. The figures above are based on genre-level player research and historical country-level spending data, not first-party player reporting from Supercell.

User Acquisition Snapshot

Boom Beach is firmly in mature growth mode, leaning toward reactivation. Its user acquisition footprint is minimal. There’s no sign of heavy paid spend in 2026, and download volume has been flat for years. What new installs the game gets come mostly from brand recognition and the Supercell name, not active campaigns.

Organic and IP-Driven

The strongest acquisition signal is organic demand. Players who remember Boom Beach, lapsed players returning, and Clash fans curious about the sister title. App store presence and the Supercell halo do the heavy lifting. This is a game being harvested, not scaled.

What Keeps the Base Alive

Supercell’s content cadence drives whatever spikes the game sees. HQ level increases, summer updates, and event seasons pull lapsed players back and give veterans reasons to re-engage. The May 2025 bump in players and revenue lines up with this pattern: live ops, not new-user marketing, is what moves the needle now.

Is Boom Beach Still Popular in 2026?

Boom Beach is still played by hundreds of thousands of people every day, but it’s far past its prime. The game peaked early. In its strongest tracked month it pulled in over 6 million downloads and nearly $31 million in a single month, with monthly active users north of 8 million.

Today those numbers are a fraction of that. Monthly downloads sit around 128,000, monthly revenue hovers near $1 million, and MAU is roughly 555,000. The decline isn’t a crash. It’s the slow, predictable taper of a 12-year-old strategy game that Supercell keeps alive with steady updates rather than aggressive growth pushes. What’s left is the part that matters most to a publisher: a small, committed base that still spends.

MetricPeakCurrentChange
Monthly Downloads6.2M128K-98%
Monthly Revenue$31M$1M-97%
MAU (M)8.60.6-94%

Data source: AppMagic. Current data uses the latest complete month available.

Final Thoughts

For a game this far into its lifecycle, Supercell’s approach is correct. Pouring paid UA into a 12-year-old title with declining install efficiency would burn money. The smarter play is monetizing and retaining the loyal base, which is exactly what the data shows.

This is where the difference between scaling and sustaining gets real for studios. If you’re running a title that still has a committed, spending audience but needs sharper UA, creative testing, and growth strategy to find the right players efficiently, that’s the work we do at Udonis every day.

References

Explore More Game Statistics

Clash of Clans
Clash Royale
Brawl Stars
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